248 lines
3.5 KiB
C#
248 lines
3.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class AIBehaviorInfo : MonoBehaviour
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{
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[Header ("Main Settings")]
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[Space]
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public bool behaviorEnabled = true;
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public virtual void activateAIBehavior ()
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{
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}
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public virtual void deactivateAIBehavior ()
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{
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}
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public virtual void updateAI ()
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{
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}
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public virtual void updateAIBehaviorState (bool state)
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{
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}
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public virtual void updateAIAttackState (bool state)
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{
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}
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public virtual void updateInsideRangeDistance (bool state)
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{
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}
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public virtual void updateAIBehaviorState ()
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{
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}
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public virtual void setDrawOrHolsterWeaponState (bool state)
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{
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}
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public virtual void setAimWeaponState (bool state)
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{
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}
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public virtual void setShootWeaponState (bool state)
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{
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}
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public virtual void setHoldShootWeaponState (bool state)
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{
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}
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public virtual void dropWeapon ()
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{
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}
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public virtual void checkIfDrawWeaponsWhenResumingAI ()
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{
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}
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public virtual void resetBehaviorStates ()
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{
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}
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public virtual void resetAttackState ()
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{
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}
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public virtual void stopAim ()
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{
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}
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public virtual void disableOnSpottedState ()
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{
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}
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public virtual void updateWeaponsAvailableState ()
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{
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}
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public virtual void setBehaviorStatesPausedState (bool state)
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{
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}
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public virtual void setSystemActiveState (bool state)
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{
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}
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public virtual bool carryingWeapon ()
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{
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return false;
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}
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public virtual void updateIfCarryingWeapon ()
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{
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}
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public virtual void setWaitToActivateAttackActiveState (bool state)
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{
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}
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public virtual void setUseRandomWalkEnabledState (bool state)
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{
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}
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public virtual void setOriginalUseRandomWalkEnabledState ()
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{
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}
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public virtual bool isAIBehaviorAttackInProcess ()
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{
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return false;
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}
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public virtual void checkNoWeaponsAvailableState ()
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{
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}
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public virtual void checkIfDisableCurrentWeaponToChangeAttackMode (string newModeName)
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{
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}
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public virtual void changeCurrentAttackMode (string newModeName)
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{
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}
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public virtual void setIsCurrentCharacterTurn (bool state)
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{
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}
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public virtual void setAIOnPlayerTeamState (bool state)
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{
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}
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public virtual void setCurrentCharacterTurnTarget (GameObject newTarget)
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{
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}
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public virtual void stopCurrentAttackInProcess ()
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{
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}
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public virtual void setTurnBasedCombatActionActiveState (bool state)
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{
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}
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public virtual void checkStateOnCharacterDead ()
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{
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}
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public virtual void checkAIBehaviorStateOnCharacterSpawn ()
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{
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}
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public virtual void checkAIBehaviorStateOnCharacterDespawn ()
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{
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}
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public virtual void stopAttackState ()
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{
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}
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public virtual void setAttackEnabledState (bool state)
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{
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}
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public virtual void setAttackEnabledStateFromEditor (bool state)
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{
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}
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public virtual void updateCurrentTargetSelectedInfo ()
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{
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}
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public virtual void updateAIPassengerBehavior ()
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{
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}
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public virtual void getOffFromVehicle ()
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{
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}
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public virtual void removeStateOnVehicle ()
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{
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}
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public virtual void setAICharacterOnVehicle (GameObject newVehicle)
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{
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}
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public virtual void setCurrentPlayerControllerPartner (playerController newPlayerController)
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{
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}
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}
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